Not the first thread on the subject, but I was hoping that some of you more Maya-savvy folks out there could spare a minute to enlighten the not-so-elucidated on some basic niggles for someone making a more serious move from Max to Maya. In no particular order: 1. Is there a script or native function for just selecting a…
EDIT: I think I may have figured out the answer. So, if UV shells are overlapping, they get the same texture. So what people are doing is having some or most of their hair cards getting the same textures, so just a few UV shells take up that entire UV space. In my case, I think I will make just a few cards cover the…
Ive been doing this shit (3d gameart) for about 15 years now and lately there is a thing that bothers me. Making UVS is slow as fuck. Im primarily a hard surface artist working for videogames and it bothers me that I may spend a whole day making UVS for an asset, say, a machinegun. I use 3ds max basically for UVS with…
My best Wacom was an old light gray colored one. First in intuos line probably. It was closer to medium size and had small margins around working area , no buttons , nothing redundant , watertight plus a thick everlasting cable. Perfectly fitting a table surface with keyboard on the left . Lasted more then decade. Couple…
OK, I'm going to play the bastard... Apologies in advance.. OK. Brutal bit first.. If this was the most recent piece in your portfolio I would not invite you for an interview. I don't mean any offence, I feel it is extremely unhelpful to be indirect. The distribution of detail is very uneven - the blade is the biggest bit,…
You're not the first, and certainly won't be the last to lose his mind over normal mapping!! :) Hard edges being split by UV shells is also the right way to go. It has been the method that's been used for a long time. Don't get disheartened. It is a complex subject with many variables. Just keep on doing test bakes until…
I would guess you need to look into softening your edges, and then going through and hardening edges that have UV seams (as a catch all, though in general you'll only need to harden an edge at a UV seam that is around 90 degrees or more/ a dramatic plane change as it were). Secondly, I would look into adding some padding…
@Broadway Agree, not seeing the threat is key in creating tension. Also thanks for that link, I've been looking everywhere for it. ^_^ @LazerusReborn Good to hear your still working on it! Thanks for the tips and those Paul Cairns reports are really helpful for immersion. Your working on a small game? Be sure to share it…
Thats great information Vig, its a shame that I cant convey any type of solid modeling skill. But soon I will. I really appreciate everyones help. I dont see the comments as being that of an asshole, or a dick, like you say, in fact it kind of shows that you guys care and dont want to see shitty modeling from people. Its…
Probably cut a hemisphere into 4 pieces, making 2 modules. One piece that tiles around 3 times and one unique piece that contains the damage. It should be fairly easy if you leave the objects pivot in the center, when you import your slice all you would have to do is copy and rotate it. I would start with a sphere, which…